// Copyright (C) 2009-2010 Amundis
// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
// and OpenGL ES driver implemented by Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OGLES2_

#include "COGLES2NormalMapRenderer.h"
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COGLES2Driver.h"
#include "COGLES2Utils.h"

#define MAX_LIGHTS 2

namespace irr
{
    namespace video
    {

        const char* const COGLES2NormalMapRenderer::sBuiltInShaderUniformNames[] =
        {
            "uMvpMatrix",
            "uLightPos",
            "uLightColor",
            "texture0",
            "texture1",
            0
        };

// Irrlicht Engine OGLES2 render path normal map vertex shader
        const c8 VertexShaderFile[] = "/mnt/sdcard/Irrlicht/COGLES2NormalMap.vsh";
        const c8 FragmentShaderFile[] = "/mnt/sdcard/Irrlicht/COGLES2NormalMap.fsh";


//! Constructor
        COGLES2NormalMapRenderer::COGLES2NormalMapRenderer( video::COGLES2Driver* driver,
                                                            io::IFileSystem* fs, s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial )
                : COGLES2SLMaterialRenderer( driver, fs, 0, baseMaterial, sBuiltInShaderUniformNames, UNIFORM_COUNT ), CompiledShaders( true )
        {

#ifdef _DEBUG
            setDebugName( "COGLES2NormalMapRenderer" );
#endif

            // set this as callback. We could have done this in
            // the initialization list, but some compilers don't like it.

            CallBack = this;

            // check if already compiled normal map shaders are there.

            video::IMaterialRenderer* renderer = driver->getMaterialRenderer( EMT_NORMAL_MAP_SOLID );

            if ( renderer )
            {
                // use the already compiled shaders
                video::COGLES2NormalMapRenderer* nmr = reinterpret_cast<video::COGLES2NormalMapRenderer*>( renderer );
                CompiledShaders = false;

                Program = nmr->Program;

                UniformInfo   = nmr->UniformInfo;
                AttributeInfo = nmr->AttributeInfo;

                outMaterialTypeNr = driver->addMaterialRenderer( this );
            }
            else
            {
                // compile shaders on our own
                initFromFiles( outMaterialTypeNr, VertexShaderFile, FragmentShaderFile );
                useProgram();
                int dummy = 0;
                setUniform( TEXTURE_UNIT0, &dummy );
                dummy = 1;
                setUniform( TEXTURE_UNIT1, &dummy );
            }

            // fallback if compilation has failed
            if ( -1 == outMaterialTypeNr )
                outMaterialTypeNr = driver->addMaterialRenderer( this );
        }

        COGLES2NormalMapRenderer::~COGLES2NormalMapRenderer()
        {
            if ( CallBack == this )
                CallBack = 0;
            if ( !CompiledShaders )
            {
                // prevent this from deleting shaders we did not create
                Program = 0;
            }
        }

//! Returns the render capability of the material.
        s32 COGLES2NormalMapRenderer::getRenderCapability() const
        {
            if ( Driver->queryFeature( video::EVDF_ARB_FRAGMENT_PROGRAM_1 ) &&
                 Driver->queryFeature( video::EVDF_ARB_VERTEX_PROGRAM_1 ) )
                return 0;

            return 1;
        }


//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
        void COGLES2NormalMapRenderer::OnSetConstants( IMaterialRendererServices* services, s32 userData )
        {
            video::IVideoDriver* driver = services->getVideoDriver();

            // set transposed worldViewProj matrix
            core::matrix4 worldViewProj( driver->getTransform( video::ETS_PROJECTION ) );
            worldViewProj *= driver->getTransform( video::ETS_VIEW );
            worldViewProj *= driver->getTransform( video::ETS_WORLD );
            setUniform( MVP_MATRIX, worldViewProj.pointer() );

            // here we fetch the fixed function lights from the driver
            // and set them as constants

            u32 cnt = driver->getDynamicLightCount();

            // Load the inverse world matrix.
            core::matrix4 invWorldMat;
            driver->getTransform( video::ETS_WORLD ).getInverse( invWorldMat );

            float lightPosition[4*MAX_LIGHTS];
            float lightColor[4*MAX_LIGHTS];

            for ( u32 i = 0; i < MAX_LIGHTS; ++i )
            {
                video::SLight light;

                if ( i < cnt )
                    light = driver->getDynamicLight( i );
                else
                {
                    light.DiffuseColor.set( 0, 0, 0 ); // make light dark
                    light.Radius = 1.0f;
                }

                light.DiffuseColor.a = 1.0f / ( light.Radius * light.Radius ); // set attenuation

                // Transform the light by the inverse world matrix to get it into object space.
                invWorldMat.transformVect( light.Position );

                memcpy( lightPosition + i*4, &light.Position, sizeof( float )*4 );
                memcpy( lightColor + i*4, &light.DiffuseColor, sizeof( float )*4 );
            }
            setUniform( LIGHT_POSITION, lightPosition, MAX_LIGHTS );
            setUniform( LIGHT_COLOR, lightColor, MAX_LIGHTS );
        }


    } // end namespace video
} // end namespace irr


#endif

